Dr. Mario (SSB4): Difference between revisions

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*{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
*{{change|Dr. Mario is lighter (100 → 98), as he now [[Weight|weighs]] as much as {{SSBB|Mario}} as of ''Brawl''. This makes him slightly less susceptible to combos, but slightly hinders his endurance.}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario [[walk]]s slower (1.1 → 0.913).}}
*{{nerf|Dr. Mario [[dash]]es much slower (1.5 → 1.328).}}
*{{nerf|Dr. Mario [[dash]]es slower (1.5 → 1.328).}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.6 → 0.45), as it is now identical to Mario's. This hinders his [[punishment]] game, especially from [[out of shield]].}}
*{{nerf|Dr. Mario's [[traction]] is lower (0.6 → 0.45), as it is now identical to Mario's. This hinders his [[punishment]] game, especially from [[out of shield]].}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}}
*{{buff|Dr. Mario's [[air speed]] is faster (0.9 → 0.9315).}}
*{{change|Dr. Mario's [[falling speed]] is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.}}
*{{change|Dr. Mario's [[falling speed]] is slower (1.7 → 1.5). This makes him less susceptible to combos, but hinders his vertical endurance.}}
*{{change|Dr. Mario's [[gravity]] is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.}}
*{{change|Dr. Mario's [[gravity]] is lower (0.095 → 0.08715). This slightly improves his horizontal endurance, but slightly hinders his aerial mobility.}}
*{{buff|[[Jump]] is slightly higher and Dr. Mario can now [[wall jump]].}}
*{{buff|[[Roll]]s and [[air dodge]] have decreased ending lag (frame 31 → 30 (rolls), frame 48 → 33 (air dodge)).}}
*{{nerf|[[Sidestep]] has increased ending lag (frame 22 → 27).}}
*{{nerf|Rolls and air dodge have decreased [[intangibility]] frames (frames 4-19 → 4-16 (rolls), frames 4-29 → 3-27 (air dodge)).}}
*{{buff|Sidestep has increased intangibility frames (frames 2-15 → 3-17).}}
*{{buff|[[Short hop]] is lower and [[jump]] is higher, improving his air game and aerial maneuverability. Dr. Mario can also now [[wall jump]].}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (4 frames → 5).}}
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
*{{change|Walk's animation has changed. It is now identical to Mario's as of ''Brawl''.}}
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*{{nerf|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%).}}
*{{nerf|Dash attack deals less damage (9% (clean)/8% (late) → 8.96%/6.72%).}}
*{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%), slightly hindering its KO potential.}}
*{{nerf|Upward angled forward smash deals 0.008% less damage (20% → 19.992%), slightly hindering its KO potential.}}
*{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), slightly improving their KO potentials.}}
*{{buff|Non-angled and downward angled forward smash deal more damage (19% (non-angled)/18% (downward) → 19.04%/19.6112%), although their and upward angled forward smash's knockback has been compensated (30 (base)/97 (scaling) → 25/96).}}
*{{buff|Forward smash has received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}}
*{{buff|Forward smash has received a sourspot located at the blast of [[electric]]ity that deals 16.464% (upward)/15.68% (non-angled)/16.1504% (downward). This increases its range.}}
*{{nerf|Forward smash has decreased knockback (30 (base)/97 (scaling) → 25/96). Additionally, it has increased start-up (frame 12 → 15) and ending lag (frame 42 → 48). Lastly, it has a shorter duration (frames 12-16 → 15-17).}}
*{{nerf|Forward smash has increased start-up (frame 12 → 15), ending lag (frame 42 → 48), and a shorter duration (frames 12-16 → 15-17).}}
*{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671x → 1.4x), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%). This improves their KO potentials.}}
*{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671x → 1.4x), fully charged forward and up smashes deal more damage (27.342% (upward)/25.9749% (non-angled)/24.6078% (downward) (forward) → 27.9888%/26.656%/27.45568%, 21.8736% (clean)/17.7723% (late) (up) → 21.952%). This improves their KO potentials.}}
*{{change|Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}}
*{{change|Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, up smash now deals consistent damage (16% (clean)/13% (late) → 15.68%).}}
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===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral and up aerials deal less damage (10% (clean)/14% (late) → 5.6%/8.96% (neutral), 10% → 7.84% (up)).}}
*{{nerf|Neutral aerial deals less damage (10% (clean)/14% (late) → 5.6%/8.96%), removing its late hitbox's KO potential. It also has a shorter duration (frames 3-31 → 3-27).}}
*{{nerf|Neutral aerial has a shorter duration (frames 3-31 → 3-27). In addition to this, due to the fact that his neutral aerial has reduced damage outputs, it is no longer a viable KO move.}}
*{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}}
*{{buff|Neutral and forward aerials auto-cancel earlier (frame 36> → 34> (neutral), frame 44> → 43> (forward)).}}
*{{nerf|Forward aerial deals less damage (17% (arm)/16% (fist) → 11.2 (early)/16.8% (clean)/10.08% (late)). Additionally, clean forward aerial has altered knockback (50 (base)/100 (scaling) → 30/102), hindering its KO potential. Lastly, late forward aerial has decreased knockback (40 (base)/100 (scaling) → 20/95).}}
*{{change|Due to its arm hitbox being removed, forward aerial now deals consistent damage (17% (arm)/16% (fist) → 16.8%). However, its knockback was somewhat compensated (50 (base)/100 (scaling) (arm)/40/100 (fist) → 30/102).}}
*{{change|Forward aerial has received an early hitbox that deals 11.2% and launches at 50°. This decreases its start-up lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22), but makes it more susceptible to punishment at low to medium percentages.}}
*{{change|Forward aerial has received an early hitbox and a late hitbox that deal 11.2% and 10.08%, respectively, and launch at 50°. This decreases its start-up lag (frame 18 → 16) and lengthens its duration (frames 18-22 → 16-22), but makes it more susceptible to punishment at low to medium percentages.}}
*{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%) and has altered knockback (43 (base)/65 (scaling) → 10/95), now being a viable KO option, especially with [[rage]].}}
*{{buff|Back aerial deals more damage (8% (clean)/7% (late) → 13.44%/7.84%), although its knockback was compensated (43 (base)/65 (scaling) → 10/95 (clean), 20 (base)/100 (scaling) → 7/90 (late)). These changes improve its clean hitbox's KO potential.}}
*{{nerf|Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike. This hinders its edge-guarding potential.}}
*{{nerf|Back aerial has increased ending lag (frame 29 → 34) and a shorter duration (frames 6-16 → 6-13). Due to its angle being altered (28° → 361°), clean back aerial is also no longer a semi-spike, hindering its edge-guarding potential.}}
*{{buff|Up aerial has increased base knockback (0 → 9), decreased ending lag (frame 34 → 32), and a longer duration (frames 4-9 → 4-12).}}
*{{nerf|Up aerial deals 2.16% less damage (10% → 7.84%), although its base knockback was compensated (0 → 9).}}
*{{change|Up aerial's angle has been altered (55° → 45°).}}
*{{buff|Up aerial has decreased ending lag (frame 34 → 32) and a longer duration (frames 4-9 → 4-12).}}
*{{change|Up aerial's angle has been altered (55° → 45°). This improves its edge-guarding potential, but significantly hinders its combo potential.}}
*{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}}
*{{nerf|Up and down aerials auto-cancel later (frame 16> → 18> (up), frame 33> → 45> (down)).}}
*{{nerf|Due to consisting of a consistent hitbox that re-hits every 4 frames instead of multiple hitboxes every 3 frames, down aerial now consists of five hits instead of seven. This results in it dealing 10.024% less damage (21% 10.976%).}}
*{{nerf|Due to consisting of five hits instead of seven, down aerial deals 10.024% less damage (21% → 10.976%).}}
*{{change|Due to consisting of a consistent hitbox that re-hits every 4 frames instead of multiple hitboxes every 3 frames, down aerial's hits connect together better, but it has a shorter duration (frames 10-29 → 11-27).}}
*{{nerf|Down aerial has increased start-up (frame 10 → 11) and ending lag (frame 38 52).}}
*{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°, improving its safety.}}
*{{buff|Down aerial has received a landing hitbox that deals 2.24% and launches at 361°, improving its safety.}}
*{{nerf|Down aerial has increased ending lag (frame 38 → 52).}}
*{{buff|Down aerial now uses the [[Autolink angle|auto-link angle]]. When coupled with the weakening of [[Smash directional influence|SDI]], this makes it significantly more difficult to escape from.}}
*{{buff|Down aerial now uses the [[Autolink angle|auto-link angle]]. When coupled with the weakening of [[Smash directional influence|SDI]], this makes it significantly more difficult to escape from.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges.}}
*{{buff|All grabs have increased ranges.}}
*{{change|All grabs' animations have changed. Dr. Mario now reaches out with one hand, instead of using both to clinch the opponent.}}
*{{buff|Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8) and ending lag (frame 31 → 29 (standing), frame 41 → 36).}}
*{{buff|Standing and dash grabs have decreased start-up (frame 7 → 6 (standing), frame 11 → 8) and ending lag (frame 31 → 29 (standing), frame 41 → 36).}}
*{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game. It is also faster (24 frames → 23).}}
*{{buff|Pummel deals 0.64% more damage (3% → 3.64%), making it the most damaging pummel in the game. It is also faster (24 frames → 23).}}
*{{nerf|Forward, up, and down throws deal less damage (9% → 8.96% (forward), 8% 7.84% (up), 6% → 5.6% (down)).}}
*{{nerf|Forward throw deals 0.04% less damage (9% → 8.96%) and its knockback scaling was decreased (72 60), hindering its spacing potential.}}
*{{buff|Up throw has decreased knockback (70 (base)/80 (scaling) → 65/70), slightly improving its combo potential at low percentages.}}
*{{buff|Up throw deals 0.16% less damage (8% → 7.84%) and its knockback was decreased (70 (base)/80 (scaling) → 65/70). These changes slightly improve its combo potential at low percentages.}}
*{{buff|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%).}}
*{{nerf|Back throw deals more damage (12% (throw)/8% (collateral) → 12.32%/8.96%), although its knockback was compensated (80 (base)/72 (scaling) → 70/60). This hinders its KO potential in spite of its higher damage output.}}
*{{nerf|Back throw has decreased knockback (80 (base)/72 (scaling) → 70/60), hindering its KO potential.}}
*{{buff|Down throw deals 0.4% less damage (6% → 5.6%), although its knockback scaling was compensated (40 → 45). Its angle has also been altered (90° → 80°). Altogether, these changes slightly improve its combo potential at low to medium percentages.}}
*{{nerf|The removal of [[chain grab]]bing hinders Dr. Mario's grab game and damage racking potential.}}
*{{nerf|The removal of [[chain grab]]bing hinders Dr. Mario's grab game and damage racking potential.}}
*{{change|Due to the introduction of [[tripping]], Dr. Mario has received a floor attack when he trips.}}
*{{change|Due to the introduction of [[tripping]], Dr. Mario has received a floor attack when he trips.}}
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===Special moves===
===Special moves===
*{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)). Additionally, they have increased start-up (frame 12 → 17) and ending lag (frame 44 → 53). Lastly, they have a shorter duration (frames 12-87 → 17-69).}}
*{{nerf|[[Megavitamins]] deal less damage (8% → 5.6% (early)/4.48% (late)). Additionally, they have increased start-up (frame 12 → 17) and ending lag (frame 44 → 53). Lastly, they have a shorter duration (frames 12-87 → 17-69).}}
*{{buff|Megavitamins are slightly larger, cover more distance, and are no longer [[absorb]]able. Megavitamins also fall faster when airborne. }}
*{{buff|Megavitamins are slightly larger, cover more distance, and are no longer [[absorb]]able.}}
*{{change|Megavitamins' visual effects have changed. They are much brighter, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*{{buff|Aerial Megavitamins descend faster.}}
*{{nerf|[[Cape#Super Sheet|Super Sheet]] deals less damage (10%/12% → 7.84%) and has a much smaller hitbox.}}
*{{change|Megavitamins' visual effects have changed. They are significantly more vibrant, more rounded, and {{GameIcon|ssb4-3ds}}lack a translucent half.}}
*{{nerf|[[Cape#Super Sheet|Super Sheet]] deals less damage (10%/12% → 7.84%) and has decreased knockback (30 (base)/80 (scaling) → 0/0). It also has a significantly smaller hitbox, and its hitboxes behind Dr. Mario have been removed.}}
*{{buff|Super Sheet can now [[Reflection|reflect]] projectiles behind Dr. Mario.}}
*{{buff|Super Sheet can now [[Reflection|reflect]] projectiles behind Dr. Mario.}}
*{{nerf|Aerial Super Sheet no longer stalls Dr. Mario, removing its recovery potential.}}
*{{nerf|Aerial Super Sheet no longer stalls Dr. Mario, removing its recovery potential.}}
*{{change|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, [[Super Jump Punch]] has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)).}}
*{{change|Due to having a clean hitbox and a late hitbox instead of five consecutive hitboxes, [[Super Jump Punch]] has an altered damage output (5% (hit 1)/2% (hits 2-4)/3% (hit 5) → 13.44% (clean)/6.72% (late)).}}
*{{buff|Clean Super Jump Punch deals 10.44% more damage than its last hit in ''Melee'' (3% → 13.44%). This grants it KO potential in spite of it having less knockback (40 (base)/160 (scaling) → 30/100).}}
*{{buff|Clean Super Jump Punch deals 10.44% more damage than its last hit in ''Melee'' (3% → 13.44%). This grants it KO potential in spite of its lower knockback (40 (base)/160 (scaling) → 30/100).}}
*{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
*{{nerf|Super Jump Punch has increased landing lag and a shorter duration (frames 3-21 → 3-19).}}
*{{change|Super Jump Punch can now be moved in the opposite direction upon hitting with its clean hitbox, which allows Dr. Mario to potentially avoid being punished after hitting with it or hit another opponent with its clean hitbox. However, it can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}}
*{{change|Super Jump Punch can now be moved in the opposite direction upon hitting with its clean hitbox, which allows Dr. Mario to potentially avoid being punished after hitting with it or hit another opponent with its clean hitbox. However, it can no longer be [[Super Jump Punch#Up-B cancel|canceled]].}}
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*{{change|Due to consisting of a single hitbox that re-hits every 6 frames instead of multiple hitboxes with short durations, Dr. Tornado's hits connect together better, but it has a shorter duration (frames 8-39 → 10-40).}}
*{{change|Due to consisting of a single hitbox that re-hits every 6 frames instead of multiple hitboxes with short durations, Dr. Tornado's hits connect together better, but it has a shorter duration (frames 8-39 → 10-40).}}
*{{buff|Dr. Tornado now uses the auto-link angle. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
*{{buff|Dr. Tornado now uses the auto-link angle. When coupled with the weakening of SDI, this makes it significantly more difficult to escape from.}}
*{{buff|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], and its last hit has received transcendent priority. This allows its loop hits to cancel out non-transcendent [[projectile]]s, and improves its last hit's safety.}}
*{{change|Dr. Tornado's loop hits have lost their [[Priority#Transcendent priority|transcendent priority]], whereas its last hit has received transcendent priority. This allows its last hit to cancel out non-transcendent attacks, but hinders its approach potential.}}
*{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to generate and then launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. Aesthetically, it functions identically to [[Mario Finale]].}}
*{{change|Dr. Mario now has a [[Final Smash]], [[Doctor Finale]]. Dr. Mario rears his arms back before thrusting them forward to generate and then launch two gigantic Megavitamins that move across the screen in a spiraling motion, which trap and repeatedly damage any opponents in their path. Aesthetically, it functions identically to [[Mario Finale]].}}


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*{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}}
*{{buff|Forward tilt has a longer duration (frames 5-6 → 5-7).}}
*{{buff|Up tilt deals 1.556% more damage (5.5% → 7.056%).}}
*{{buff|Up tilt deals 1.556% more damage (5.5% → 7.056%).}}
*{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for aerial follow-ups at low percentages.}}
*{{buff|Dash attack has different knockback (100 (base)/40 (scaling) → 90/42). Dr. Mario's dash attack also launches the opponent vertically (90° (clean/late)), whereas Mario's can launch them diagonally or horizontally (60° (clean)/110° (late)). These differences make it more effective for set-ups at low percentages.}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}}
*{{buff|Due to its higher damage output, forward smash is more effective at KOing in spite of its lower knockback scaling (99 (sweetspot)/103 (sourspot) → 96/100).}}
*{{change|Dr. Mario's forward smash's sweetspot is on his arm, whereas Mario's is on the [[flame]]. This means that Dr. Mario has to be closer to the opponent to hit with its sweetspot.}}
*{{change|Dr. Mario's forward smash's sweetspot is on his arm, whereas Mario's is on the [[flame]]. This means that Dr. Mario has to be closer to the opponent to hit with its sweetspot.}}
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*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{change|{{GameIcon|ssb4-3ds}}Dr. Mario keeps his fingers outstretched while using Megavitamins, whereas Mario curls his while using Fireball.}}
*{{buff|Compared to [[Cape]], [[Cape#Super Sheet|Super Sheet]]'s reflection hitbox has a longer duration (frames 6-20 → 6-22), making it safer against projectiles.}}
*{{buff|Compared to [[Cape]], [[Cape#Super Sheet|Super Sheet]]'s reflection hitbox has a longer duration (frames 6-20 → 6-22), making it safer against projectiles.}}
*{{nerf|Compared to Cape, Super Sheet has significantly less horizontal range because of its hitbox being positioned slightly upward, making it less effective for [[gimp]]ing.}}
*{{change|Compared to Cape, Super Sheet's hitbox is positioned slightly upward. This results in it having slightly more vertical range, but slightly less horizontal range.}}
*{{nerf|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario, making it unusable for recovery.}}
*{{nerf|Unlike aerial Cape, aerial Super Sheet does not stall Dr. Mario, making it unusable for recovery.}}
*{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of six hitboxes.}}
*{{change|Dr. Mario's [[Super Jump Punch]] consists of a clean hitbox and a late hitbox, whereas Mario's consists of six hitboxes.}}
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|dsdefname=Dr. Tornado
|dsdefname=Dr. Tornado
|dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5)
|dsdefdmg=1.344% (hits 1-4), 3.36% (hit 5)
|dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 35 frames of ending lag, its loop hits' usage of the [[Autolink angle|auto-link angle]] and lack of [[Priority#Transcendent priority|transcendent priority]] enable it to reliably trap opponents and out-prioritize projectiles, respectively. Although its last hit has a very low damage output, it possesses very high knockback scaling and launches opponents at 45°. As a result, it can function as a risky, yet very potent off-stage edge-guarding option, as it KOs middleweights at 82% while near Final Destination's left/right [[blast line]]s in the ''3DS'' version, and at 75% in the ''Wii U'' version. It appears to be based on the {{s|mariowiki|Spin Jump}}.
|dsdefdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. On the ground, Dr. Tornado allows Dr. Mario to slightly move left or right, while button mashing will make him leap into the air. In the air, button mashing immediately after the apex of a jump will make him ascend, thus helping his recovery. However, aerial Dr. Tornado can only be used once for recovery: if it is used at the apex of his first jump, using it at the apex of his second jump will result in him descending instead of ascending. Despite hitting on frame 10 and having 35 frames of ending lag, its loop hits' usage of the [[Autolink angle|auto-link angle]] and lack of [[Priority#Transcendent priority|transcendent priority]] enable it to reliably trap opponents and out-prioritize projectiles, respectively. Although its last hit has a very low damage output, it possesses very high knockback scaling and launches opponents at 45°. As a result, it can function as a risky, yet very potent off-stage edge-guarding option, as it KOs middleweights at 82% while near Final Destination's left/right [[blast line]]s in the ''3DS'' version, and at 75% in the ''Wii U'' version. It resembles the {{s|mariowiki|Spin Jump}}.
|dsc1name=Soaring Tornado
|dsc1name=Soaring Tornado
|dsc1dmg=6.72%
|dsc1dmg=6.72%
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====Inactive====
====Inactive====
*{{Sm|2ManyCooks|Canada}} - Placed 49th at [[Get On My Level 2016]] and 33rd at [[2GGT: ZeRo Saga]] before switching to {{SSB4|Mario}}.
*{{Sm|2ManyCooks|Canada}} - Placed 49th at [[Get On My Level 2016]] and 33rd at [[2GGT: ZeRo Saga]] before switching to {{SSB4|Mario}}.
*{{Sm|Atomsk|USA}} - Placed 9th at [[KTAR XIV]] and 17th at [[Do or DI]].
*{{Sm|Atomsk|USA}} - Placed 9th at [[KTAR XIV]] and 17th at [[Do or DI]] before his hiatus.
*{{Sm|Koolaid|USA}} - Placed 7th at [[CLASH Online Invitational Finals]], 4th at [[KTAR XV]], and 25th at [[Shine 2016]] before switching to {{SSB4|Sheik}}.
*{{Sm|Koolaid|USA}} - Placed 7th at [[CLASH Online Invitational Finals]], 4th at [[KTAR XV]], and 25th at [[Shine 2016]] before switching to {{SSB4|Sheik}}.
*{{Sm|Nairo|USA}} - Placed 1st at [[MLG World Finals 2015]].
*{{Sm|Nairo|USA}} - Placed 1st at [[MLG World Finals 2015]] before dropping Dr. Mario.
*{{Sm|Pwii|USA}} - Placed 9th at [[TGC 5]].
*{{Sm|Pwii|USA}} - Placed 9th at [[TGC 5]] before switching to {{SSB4|Lucario}}.


===Tier placement and history===
===Tier placement and history===
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SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]], his [[Final Smash]], on {{SSB4|Olimar}}, {{SSB4|Marth}}, and {{SSB4|Zero Suit Samus}}.
SSB4 - Dr. Mario Screen-8.jpg|Using [[Doctor Finale]], his [[Final Smash]], on {{SSB4|Olimar}}, {{SSB4|Marth}}, and {{SSB4|Zero Suit Samus}}.
SSB4 - Dr. Mario Screen-9.jpg|His [[on-screen appearance]].
SSB4 - Dr. Mario Screen-9.jpg|His [[on-screen appearance]].
SSB4 - Dr. Mario Screen-10.jpg|Using [[Megavitamins]] on two Kirbys in reference to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous game]].
SSB4 - Dr. Mario Screen-10.jpg|Using [[Megavitamins]] on two Kirbys, in reference to the {{s|mariowiki|virus}}es from his [[Dr. Mario (game)|eponymous game]].
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